sprite won't collide with 2 different arrays, only one - javascript

I am currently making a small platformer game, where the player jumps up infinitely, much like the android game "Abduction". I have managed to create platforms in random locations on a timed interval and adding it to an array. However i can only get the player sprite to collide with 1 of the platform arrays, which is this.walls array that i have made so i have a set starting place for the player. Does anyone know what the issue might be.
Ugly code alert by the way, i am quite new at this.
I have checked update: function to see if i had forgot to add some stuff there. ive spellchecked the code and all sorts of things but i am at a completel loss.
var playState = {
preload: function () {
},
create: function () {
game.add.image (0, 0,'bg');
game.physics.startSystem(Phaser.Physics.ARCADE);
game.renderer.renderSession.roundPixels = true;
this.cursor = game.input.keyboard.createCursorKeys();
game.input.keyboard.addKeyCapture(
[Phaser.Keyboard.UP, Phaser.Keyboard.DOWN, Phaser.Keyboard.LEFT, Phaser.Keyboard.RIGHT]);
this.wasd = {
up: game.input.keyboard.addKey(Phaser.Keyboard.W), left: game.input.keyboard.addKey(Phaser.Keyboard.A), right: game.input.keyboard.addKey(Phaser.Keyboard.D)
};
this.player = game.add.sprite(game.width/2, game.height/1.2, 'player');
this.player.anchor.setTo(0.5, 0.5);
game.physics.arcade.enable(this.player);
this.player.body.gravity.y = 800;
this.scoreLabel = game.add.text(30, 30, 'score: 0',
{ font: '18px Arial', fill: '#ffffff' });
game.global.score = 0;
game.time.events.loop(1000, this.updateScore);
game.time.events.loop(4000, this.addPlatform);
this.createWorld();
},
update: function () {
game.physics.arcade.collide(this.player, this.walls);
game.physics.arcade.collide(this.player, this.platforms);
if (!this.player.inWorld) {
this.playerDie();
}
this.movePlayer();
},
updateScore: function(){
this.score +=1;
game.global.score +=1;
//fix this at some point
},
createWorld: function() {
this.walls = [];
this.walls.push(game.add.sprite(170, 750, 'platform', 0));
this.walls.push(game.add.sprite(70, 650, 'platform', 0));
this.walls.push(game.add.sprite(320, 550, 'platform', 0));
this.walls.push(game.add.sprite(200, 450, 'platform', 0));
this.walls.push(game.add.sprite(10, 550, 'platform', 0));
this.walls.push(game.add.sprite(70, 350, 'platform', 0));
this.walls.push(game.add.sprite(310, 300, 'platform', 0));
this.walls.push(game.add.sprite(230, 200, 'platform', 0));
this.walls.push(game.add.sprite(100, 100, 'platform', 0));
this.walls.push(game.add.sprite(270, 0, 'platform', 0));
for (var x=0; x< this.walls.length; x++) {
game.physics.arcade.enable(this.walls[x]);
this.walls[x].enableBody = true;
this.walls[x].body.immovable = true;
this.walls[x].body.velocity.y = 20;
}
},
addPlatform: function() {
this.platforms = [];
this.platforms.push(game.add.sprite(game.rnd.integerInRange(0, 350),-20,'platform',0));
for (var x=0; x< this.platforms.length; x++) {
game.physics.arcade.enable(this.platforms[x]);
this.platforms[x].enableBody = true;
this.platforms[x].body.immovable = true;
this.platforms[x].body.velocity.y = 20;
}
},
movePlayer: function() {
if (this.cursor.left.isDown || this.wasd.left.isDown) {
this.player.body.velocity.x = -250;
}
else if (this.cursor.right.isDown || this.wasd.right.isDown) {
this.player.body.velocity.x = 250;
}
else {
this.player.body.velocity.x = 0;
}
if ((this.cursor.up.isDown || this.wasd.up.isDown)
&& this.player.body.touching.down){
this.player.body.velocity.y = -450;
}
},
playerDie: function() {
this.player.kill();
//this.deadSound.play();
//this.emitter.x = this.player.x;
//this.emitter.y = this.player.y;
//this.emitter.start(true, 800, null, 15);
game.time.events.add(1000, this.startMenu, this);
game.camera.shake(0.02, 300);
},
startMenu: function() {
game.state.start('menu');
},
};
this.walls is so i have a starting ground of set platforms and this.platforms is the randomly generated platforms.
I want to be able to actually jump on those platforms and not just
fall through, which i do at the moment

Your platform is an array of sprites, so you have to parse through each sprite inside your array.
Or, you can make a "Group" object, instead of plain array. You can make a Group of each plaform, then do collision with this Group and player.

Related

Phaser 3 Arcade Gravity Isn't working properly no matter what value i set it to

I'm working on a new project in phaser and for some reason the gravity in the game is all messed up, when i attempt to jump i jump like a centimeter. if i change the values nothing changes its always glitched. how can i make it so that i jump and fall normally?
I've had some previous projects and the gravity works just fine, for this project i am using the latest stable release of phaser 3. I honestly cant see what the error is and i've been at it for a while.
there was a lot of code that wasn't relevent to the error so i removed it to make it easier for someone to review this.
game.js
const socket = io();
var config = {
type: Phaser.AUTO,
width: 1000,
height: 550,
parent: 'master',
physics: {
default: 'arcade',
arcade: {
gravity: { y: 300 },
debug: true
}
},
scene: {
preload: resources,
create: mechanics,
update: controls
}
};
const game = new Phaser.Game(config);
function resources() {
this.load.image("arena", "../resources/images/arena1.png");
this.load.image("floor", "../resources/images/floor.png");
this.load.atlas("warrior", "../resources/images/characters/warrior.png","../resources/images/characters/warrior.json");
}
var warrior;
function mechanics() {
grasslands = this.add.image(500, 225, "arena").setScale(0.7);
warrior = this.physics.add.sprite(100, 490, "warrior").setScale(2).setSize(15, 15);
floor = this.physics.add.staticGroup();
floor.create(500, 545, "floor").setVisible(false);
this.physics.add.collider(warrior, floor);
warrior.body.collideWorldBounds = true;
warrior.body.onWorldBounds = true;
}
function controls() {
key = this.input.keyboard.addKeys("W,A,S,D");
if(key.A.isDown) {
warrior.setVelocityX(-100);
warrior.flipX = true;
}else if (key.D.isDown) {
warrior.setVelocityX(100);
warrior.flipX = false;
}else if (key.W.isDown && warrior.body.touching.down) {
warrior.setVelocityY(-330);
}else{
warrior.setVelocity(0);
}
}
The problem occurs because of this line warrior.setVelocity(0);. This line, stops the gravity of working, as intended (and hinders jumping), since on scene updates, the velocity is set to 0. Remove that line and add warrior.setVelocityX(0) at the start of the controls function and everything should work fine (if you want/have to keep the if-else block). Or check out my working demo at the end of this answer.
function controls() {
key = this.input.keyboard.addKeys("W,A,S,D");
warrior.setVelocityX(0);
if(key.A.isDown) {
warrior.setVelocityX(-100);
warrior.flipX = true;
}else if (key.D.isDown) {
warrior.setVelocityX(100);
warrior.flipX = false;
}else if (key.W.isDown && warrior.body.touching.down) {
warrior.setVelocityY(-330);
}
}
I would only stop the left/right movement, when the player stops pressing the keys ( with setVelocityX(0)), and let gravity take care of stopping the jump/upwards movement.
Here a basic demo:
var config = {
type: Phaser.AUTO,
width: 400,
height: 160,
physics: {
default: 'arcade',
arcade: {
gravity: { y: 200 },
}
},
scene: {
create,
update
}
};
var cursors;
var player;
var playerStateText;
const SPEED = 250;
var isJumping = true;
function create () {
cursors = this.input.keyboard.createCursorKeys();
this.add.text(10, 10, 'Use arrow Keys to move!')
let ground = this.add.rectangle(-40, 120, 480, 50, 0xBAF0FF).setOrigin(0);
player = this.add.rectangle(20, 20, 30, 30, 0xcccccc).setOrigin(0);
ground = this.physics.add.existing(ground);
ground.body.setImmovable(true);
ground.body.allowGravity = false;
player = this.physics.add.existing(player);
this.physics.add.collider(player, ground, _ => isJumping = false);
}
function update (){
if (cursors.left.isDown){
player.body.setVelocityX(-SPEED);
} else if (cursors.right.isDown) {
player.body.setVelocityX(SPEED);
}
else {
player.body.setVelocityX(0);
}
if (!isJumping && cursors.up.isDown){
player.body.setVelocityY(-SPEED * .75);
isJumping = true;
}
}
new Phaser.Game(config);
<script src="//cdn.jsdelivr.net/npm/phaser#3.55.2/dist/phaser.js"></script>

Phaser game/school project, need guidance

I am studying javascript at a very basic level, we have a school assaignment where the teacher handed out a simple game for each student. The task here is to change the game a little. I am very bad at javascript and I would like some help by someone skilled. My question is : How do I make the gates appear at random coordinates? right now it looks like this :
window.onload = function() {
class MazeToGoal extends Phaser.Scene {
constructor (config)
{
super(config);
Phaser.Scene.call(this, { key: "MazeToGoal", active: true });
this.gameOn=true;
this.score=0;
this.scoreMsg="Score: ";
this.scoreText;
this.my_buttons = [];
this.step=4;
this.counter;
this.gates=[];
}
preload() {
this.load.spritesheet('mushrooms', 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAIAAAACACAIAAABMXPacAAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADsMAAA7DAcdvqGQAAAL8SURBVHhe7dHRcqMwEETR/f+fzlZtXW/jAmKITY+T3PPYIwmh/vOhURYwzAKGWcAwCxhmAcMsYJgFDLOAYRYwzAKGfY8C/pzEtu/gve7K+12Gz7yT4TvxMEO4xKiBS/D3b4bL1fU+zI++Pa7bcvn3+K3ncNYZ7HwCB13sws/wHyex+Rp84wx2XuaSD3D3A9gwhEscw55Xe/G5XPYRVr8NrnUAG17nZSdywU+x9I1x0UdY/QovOItL7WPdt8LV97HuaU8dxF32se7b4jf2se4JXz+CK+xg0Y/AL+1g0Vd9cT8f38KKH4ff28Gi807v5INbWPGj8atbWHHSuW18aoXxr8FvrzA+48QePrLC+Jfh51cYH3Z0A8ffY/aL8RD3mB1zaDUH32P26/Ec95gd8MUCGOgfHuUes0cer+O8BQZa4GkWGDzyYB2HLTDQCg+0wOBTny3imAUG2sEzLTDYZwGvxDMtMNi3u4IDFhjoUzzWAoMdRwsg1QE82Q3pju0xWxcY6ACebIHBlkMFkOowHu6GdIsFXIKHuyHdYgGX4OFuSLdszNikl+JxVyyghMddsYASHnfFAkp43BULKOFxV3YH1+FGN6QTuMENaZcFBGmXBQRplwUEaZcFBGmXBQRplwUEaZcFBGmXBQRplwUEaZcFBGmXBQRplwUEaZcFBGmXBQRplwUEaZcFBGmXBQRplwUEaZcFBGmXBQRplwUEaZcFBGmXBQRplwUEaZcFBGmXBQRplwUEaZcFBGmXBQRplwUEaZcFBGmXBQRplwUEaZcFBGmXBQRplwUEaZcFBGmXBQRplwUEaZcFBGmXBQRplwUEaZcFBGmXBQRplwUEaZcFBGmXBQRplwUEaZcFBGmXBQRplwUEaZcFBGmXBQRplwUEaZcFBGmXBQRp13wB74P7dVlAcL8uCwju12UBwf26LCC4X9fMV/WfBQyzgGEWMMwChlnAMAsYZgHDLGCYBQyzgGEWMMwChlnAMAsYZgHDLGCYBQyzgGEWMOrj4y8tsH+sT76qdwAAAABJRU5ErkJggg==', { frameWidth: 128, frameHeight: 128});
}
create ()
{
this.pen = this.make.graphics({x: 0, y: 0, add: false});
this.pen.fillStyle(0x00FF00, 1.0);
this.pen.fillRect(0, 0, 30, 30);
this.pen.generateTexture('goal', 30, 30);
this.player = this.add.image(100, 270, 'goal');
this.scoreText = this.add.text(10, 10, this.scoreMsg+this.score, { fontSize: '32px', fill: '#FFF' });
this.counter=0;
this.gates[0] = this.createGate(100);
this.cursors = this.input.keyboard.createCursorKeys();
}
update()
{
if(this.gameOn) {
this.counter++;
if(this.counter % 200 === 0) {
this.gates.push(this.createGate(100));
}
if (this.cursors.up.isDown)
{
this.player.y-=this.step;
}
else if (this.cursors.down.isDown)
{
this.player.y+=this.step;
}
if(this.player.x-5 < this.gates[0].left.x && this.gates[0].left.x < this.player.x+5) {
if(this.gates[0].left.y < this.player.y && this.player.y < this.gates[0].right.y) {
console.log("Hit");
this.gates.shift();
}
else {
this.gameOn=false;
this.add.text(25, 200,"Game Over", { fontSize: '128px', fill: '#F00' });
console.log("Boom");
}
}
}
}
createGate(StartY) {
let gate={};
gate.left = this.add.image(700,StartY, 'mushrooms', 1).setScale(0.25);
gate.right = this.add.image(700, StartY+100, 'mushrooms', 1).setScale(0.25);
gate.tween = this.tweens.add({
targets: [gate.left, gate.right] ,
x: -50,
//ease: 'Power1',
duration: 5000
});
return gate;
}
}
const config = {
type: Phaser.WEBGL,
width: 800,
height: 600,
backgroundColor: "#FFFFFF",
parent: "phaser-example",
scene: [MazeToGoal]
};
const game = new Phaser.Game(config);
}
<head>
<meta charset="utf-8" />
<title>MushroomSlalom</title>
<script src="https://cdn.jsdelivr.net/npm/phaser#3.1.1/dist/phaser.min.js"></script>
</head>
<body>
<div id="phaser-example"></div>
</body>
Thanks in advance!
In Phaser 3, you can use Phaser.Math.Between() to generate a random number.
So to make gates appear at random locations, determine what area you would want the gates to spawn in, and generate random coordinates within that space.
If you wanted them to spawn anywhere on screen, you could do something like the following.
// Update as needed. Here we have it based upon the width and height of the main camera.
let randomX = Phaser.Math.Between(0, this.cameras.main.width);
let randomY = Phaser.Math.Between(0, this.cameras.main.height);
let gate = this.add.image(randomX, randomY, 'mushrooms', 1);
This ignores that part of the image might be off-screen; you'd want to add an appropriate buffer to account for the anchor point.

Phaser: Key Down + Collision Kill

Forewarning: semi-newbie
Basically, if the user has the left cursor down and a "token" collides with the lftRect, I want to kill the token. For some reason my kill callback function for the collision is not working (below is relevant code):  
gumballGoGo.Preloader = function(game){
this.player = null;
this.ground = null;
//this.tokens = null;
this.ready = false;
};
var cursors, lftInit, rghtInit, ground, testDrp, sprite, tokens, rect, lftRect, ctrRect, rghtRect, lftToken;
var total = 0;
function lftHit(lftRect, lftToken) {
if ( lftInit == true ){
lftToken.kill()
}
};
gumballGoGo.Preloader.prototype = {
preload: function(){
},
create: function() {
// LFT BOX
lftRect = this.add.sprite(0, this.world.height - 150, null);
this.physics.enable(lftRect, Phaser.Physics.ARCADE);
lftRect.body.setSize(100, 100, 0, 0);
// CNTR BOX
ctrRect = this.add.sprite(100, this.world.height - 150, null);
this.physics.enable(ctrRect, Phaser.Physics.ARCADE);
ctrRect.body.setSize(100, 100, 0, 0);
// RGHT BOX
rghtRect = this.add.sprite(200, this.world.height - 150, null);
this.physics.enable(rghtRect, Phaser.Physics.ARCADE);
rghtRect.body.setSize(100, 100, 0, 0);
// INIT TOKEN GROUP
tokens = this.add.group();
tokens.enableBody = true;
this.physics.arcade.enable(tokens);
testDrp = tokens.create(125, -50, 'token');
testDrp.body.gravity.y = 300;
// CONTROLS
this.cursors = this.input.keyboard.createCursorKeys();
},
update: function() {
this.ready = true;
if (this.cursors.left.isDown)
{
lftInit = true;
}
else if (this.cursors.right.isDown)
{
rghtInit = true;
}
else
{
lftInit, rghtInit = false;
}
if (total < 20)
{
tokenSpawn();
}
this.physics.arcade.collide(lftRect, lftToken, lftHit, null, this);
}
};
function tokenSpawn() {
lftToken = tokens.create(25, -(Math.random() * 800), 'token');
lftToken.body.gravity.y = 300;
total++;
}
The ultimate goal is to recreate this type of gameplay. 
One additional note: as of now I am dropping "tokens" using a random spawn loop. I'd rather use a timed patter for the token drop. If you have any advice on that please share as well. Thanks :]
Not sure, so this is a guess, but you're applying the last parameter of 'this' to the function 'lfthit' that is outside of the gumballGoGo.Preloader.prototype object. What error are you getting in the console?

Cancel collision after initial detection, using phaser in js

When 2 sprites collide I'd like to count that as 1 life lost, and then cancel the collision so the sprites pass over one another. I don't want multiple lives to be lost as the same 2 sprites pass over each other.
Any ideas how I can cancel the contact after I've subsracted 1 life?
http://jsfiddle.net/bobbyrne01/44zmvm8z/
javascript ..
var player,
emitter,
lives = 5;
var game = new Phaser.Game(
800,
600,
Phaser.CANVAS,
'Game', {
preload: preload,
create: create,
update: update,
render: render
});
function preload() {
game.load.image('missile', 'http://images.apple.com/v/iphone-5s/a/images/buystrip_retail_icon.png');
game.load.image('player', 'http://38.media.tumblr.com/avatar_0714f87e9e76_128.png');
}
function create() {
game.physics.startSystem(Phaser.Physics.ARCADE);
game.physics.arcade.gravity.y = 300;
game.stage.backgroundColor = '#000';
game.scale.fullScreenScaleMode = Phaser.ScaleManager.SHOW_ALL; // Maintain aspect ratio
player = game.add.sprite(game.world.width / 2, game.world.height / 2, 'player');
player.scale.setTo(0.5, 0.5);
game.physics.arcade.enable(player);
player.body.allowGravity = false;
emitter = game.add.emitter(0, 100, 100);
emitter.makeParticles('missile');
emitter.gravity = 200;
emitter.width = 500;
emitter.x = game.world.width / 2;
emitter.y = -300;
emitter.minRotation = 0;
emitter.maxRotation = 0;
emitter.setScale(0.1, 0.5, 0.1, 0.5, 6000, Phaser.Easing.Quintic.Out);
emitter.start(false, 2000, 500);
}
function update() {
game.physics.arcade.collide(player, emitter, chec, change, this);
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
player.x -= 4;
} else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
player.x += 4;
}
}
function chec() {}
function change() {
lives--;
return false;
}
function render() {
game.debug.text('Lives: ' + lives, 2, 28, "#00ff00");
}
Is it optional to destroy the particle just after the collision? If yes, do it this way, just edit the change() function like this:
function change(a, b) {
b.destroy();
lives--;
return false;
}
The second parameter happens to be the particle itself, the first one is the emitter.

Phaser Images not Preloading

If anyone has used Phaser, perhaps you can help me with my code. I am trying to create a Flappy Bird clone, and so far it is working pretty well. However, whenever I open the game the first time, the sprites of the pipes don't seem to show up. I've preloaded both the bird and the pipe sprites, and only the bird sprite loads on the first attempt. As soon as the game restarts (when the bird dies), the pipes load normally. I am using WAMP to host a local server.
Here is my code:
var game = new Phaser.Game(400, 490, Phaser.AUTO, 'game_div');
var main_state = {
preload: function() {
this.game.stage.backgroundColor = '#66CCFF';
this.game.load.image('pipe', 'assets/pipe.png');
this.game.load.image('bird', 'assets/bird.png');
this.pipes = game.add.group();
this.pipes.createMultiple(20, 'pipe');
},
add_one_pipe: function(x, y) {
var pipe = this.pipes.getFirstDead();
pipe.reset(x, y);
pipe.body.velocity.x = -200
pipe.outOfBoundsKill = true;
},
add_row_of_pipes: function() {
var hole = Math.floor(Math.random()*5) + 1;
for (var i = 0; i < 8; i++) {
if (i != hole && i != hole + 1) {
this.add_one_pipe(400, i * 60 + 10);
}
}
this.score += 1;
this.label_score.content = this.score;
},
create: function() {
this.bird = this.game.add.sprite(100, 245, 'bird');
this.bird.body.gravity.y = 1000;
var space_key = this.game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
space_key.onDown.add(this.jump, this);
this.timer = this.game.time.events.loop(1500, this.add_row_of_pipes, this);
this.score = 0;
var style = { font: "30px Arial", fill: "#ffffff" };
this.label_score = this.game.add.text(20, 20, "0", style);
},
update: function() {
if (this.bird.inWorld == false) {
this.restart_game();
}
this.game.physics.overlap(this.bird, this.pipes, this.restart_game, null, this);
},
jump: function() {
this.bird.body.velocity.y = -350;
},
restart_game: function() {
this.game.time.events.remove(this.timer);
this.game.state.start('main');
},
};
// Add and start the 'main' state to start the game
game.state.add('main', main_state);
game.state.start('main');
As in the tutorial, try to put the creation of the group in the create function:
create: function() {
this.bird = this.game.add.sprite(100, 245, 'bird');
this.bird.body.gravity.y = 1000;
var space_key = this.game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
space_key.onDown.add(this.jump, this);
this.pipes = game.add.group();
this.pipes.createMultiple(20, 'pipe');
this.timer = this.game.time.events.loop(1500, this.add_row_of_pipes, this);
this.score = 0;
var style = { font: "30px Arial", fill: "#ffffff" };
this.label_score = this.game.add.text(20, 20, "0", style);
},

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